Cohesion

Like the topic of immersion, this topic on cohesion can be a bit
abstract to talk about. Like Art, cohesion is subjective. But like
Architecture, it can be straight forward to understand.

When I discuss cohesion, I usually refer to the cohesion of the
Architectural Theme or the Architectural design, because that is where
forgers tend to have the greatest difficulty in bringing forth strong
cohesion. Either they have none, or their Architecture is missing it
here or there and thus it simply breaks down.

There are a number of factors that can break cohesion of a map’s
Architecture. I will try to list some of them here, but by no means are
these the only ones.

Visual Noise

No map can sustain cohesion in any sense of the word if there is
visual noise. Visual noise is where you look and see lot of colors,
contrast, and patterns that don’t create any kind of unity in
Architecture. Halo 4’s palettes are notorious for blocks’ skins that
contribute heavily to visual noise.

Consider the types of blocks that you use to build a single
structure. Do they look like they go together? Do they look like they
form a cohesive structural feature? This is the most difficult part
right here, so let me say it again. Do the pieces that make a structure
look like they work with each other? Or do they clash with each other,
creating visual noise?

Clashing Architecture

Consider two structures that have distinct Architectures, yet they
are sitting next to each other, or facing each other. If they look
vastly different, they clash. Consider the types of blocks that they use
in their construction. How would one structure made up of Brace Larges
look compare to another sitting next to it made of 4×4 talls?

The following picture shows a collection of experimental Architecture
that I was developing to see what I would be able to use effectively.
Notice how they clash with each other due to their Geometries and skins.

Consider every publisher map you have ever played on. There are very
few that have varying Architectural features through out the map (e.g.,
Powerhouse). Typically, the Architectural features are common everywhere
you go. Consider the white walls and balconies of Boardwalk, the
redwood flooring and walls through out Reflection, the grey steal
structures through out Countdown, the grassy hills of Valhalla and the
two silver grey forerunner structures at either end, the sand dunes and
rock structures through out Sand Trap, the green quarts/metallic through
out Guardian, the violet alien gentle curved structures through out
Assembly and Zealot, the grey slate slanted walls through out Sword
Base, the circular structures throughout Spire. Geometry helps maintain
cohesion through out the map by bringing unity of Architecture.

Bringing Cohesion To Your Map

If one structure in your map is circular, make them all circular
(Hekau). If one is elongated rectangular, make them all like that
(Boardwalk, Sword Base, Reflection). If one is tall and narrow, try to
make them all similar in ratio of height to width (Orbital, Narrows,
Valhalla). If one is elevated off the ground, try to make them all
elevated in the same way, but perhaps a little different elevation for
each so that they are not on the same plane (Boneyard). If one is boxy,
try to make everything about your map boxy (The Pit).

If your map has a weenie in the center, then try to make the rest of
the map similar in elevation according to their distance from the weenie
(Spire, Zealot). If your map is an asymmetrical map, consider a steady
change in elevation from one end to the other (High Ground, Powerhouse,
Zanzibar).

Try to make the doorways look the same through out. This makes the
cohesion of the structures even stronger, because the doorways are a key
element that players focus on, and they will see how the doors differ
even the slightest. This doesn’t mean that the doors have to be the same
exact dimensions, but that they look like they were constructed with
similar architecture with similar materials for trim, walls, etc.

Leverage the natural terrain and make the structures you forge on the
terrain match the terrain in the context of the Theme you are trying to
forge into your map. And when I say Theme, it can be abstract Art for
all I care. It just needs to be clear what you are trying to do so that
they player isn’t scratching his head trying to figure out what you
intended.

Keep It Simple

Like the phrase, Less Is More, just keep your Architecture
simple. It does no good to make a complicated Architecture that is heavy
in details. You should just make the basic structure look good, not
complicated.

By keeping it simple through out, the simplicity of the Architecture
will form a strong cohesion of visual Art that people can enjoy. And
remember to keep it The same simple Architecture through out!

Don’t use blocks with angles at one end and blocks with completely
different angles in the middle. Since they can both appear in the same
perspective of view by a player, they will more likely clash. If you
want a specific Architectural structural concept repeated, make it the
only one through out your map (Epitaph’ walls, Reflection;s walls, Sword
Base’s walls, Sand Trap’s temples, Countdown’s central balconies,
Boardwalk’s walls).

Summary

Keep the structure’s building materials simple and cohesive – do the blocks work with each other?

Keep the structures of the same Architecture – do they look like they were made out of the same factory?

Use the same approach for everything at the macro level – same design
features, same materials and building blocks, same repeating patterns
in structural features, etc.

When it comes to cohesion, the key is consistency through out every aspect and dimension of your map.